Skip to main content

Full text of "Wizard War (1983)(Salamander Software)"

See other formats




alaroanber 
ofttuare 








<r«K 



s game; e of two 

Dragon 



NOTE: On some Dragons you may be at 

POI 
d press 



982 

WANDER SOf 






WIZARD WAR SPELL BOOK 



For many years the mighty mages of the planet Xarg 
have been involved in a life and death struggle to 
decide the fate of their world. The world and the 
populace have now been so ravaged by this war that the 
master mage Manuras of the Many Hues (known to his 
enemies as Manuras the Muddy) has put his foot down 
Ithe builders will be in Monday to repair the hole) and 
organised a final round of duels to decide who shall rule 
the planet. As the premier wizards of Xarg, you have 
been selected to represent your faction in the final 
battle. 

The contest will be a series of duels between two 
wizards of differing colours. Each team will start with the 
same amount of manna (energy), split evenly between 
the members of the team. For each duel, each wizard will 
be allowed a set amount of manna. When one of the 
wizards has used all his manna the duel will be over and 
two new wizards will be selected. When a wizard has 
used all his manna he dies, and the winners are the team 
of wizards who survive. 



We who are about to watch you 
die salute you . . . 






Loading the cassette 

a ) Place the cassette in the cassette player. 

b) Type CLOAD and press (ENTER). 

c) Press the play button on the cassette player. 

dl When the computer responds with "OK", type RUN 
and press (ENTER). 

Choosing game options 

The computer will first ask you how many people are 
playing the game. There can be from 2 to 9 players, but if 
there are more than 3 they will be grouped into 3 teams. 
When you have selected the number of players, the 
computer will then ask for their names. 

You will then be asked whether you wish to select the 
teams, or have the computer select the teams randomly. 
There are 3 possible teams, red, green and yellow. The 
colour you select (or are given) will affect which spells 
you can throw and how well you throw them. 

The last thing you will be asked is whether or not you 
want to have secret spell selection. If you have secret 
selection then you will not know what spell your 
opponent has chosen until he launches it. If you choose 
non-secret selection then the spells chosen will be 
shown after both players have selected. 

The first duel is now ready to start and the first two 
players will be displayed on the screen. 

Selecting Spells 

The spell selection display is divided into two halves. 
The top half is for the first player. This player will be on 
the left hand side of the duel display and should use the 
left joystick. The bottom half of the screen is for the 
second player, who will be on the right hand side of the 
duel display and should use the right joystick. Players 






may change sides between duels so always ensure you 
have the correct joystick 

Each display shows the name and colour of the wizard, 
how much manna he has remaining for this duel, and a 
choice of four spells. To select a spell, position your 
joystick in the comer which corresponds to the spell you 
wish to choose. For example, if you want to choose the 
upper left hand spell, position your joystick in the upper 
left hand corner. When the joystick is correctly 
positioned, press the fire button to select the spell. 
When selected the green ".?" in the centre of the spells 
will change to a solid square the same colour as the 
wizard. After both players have chosen their spells, if 
non-secret selection has been chosen, these centre 
squares will indicate which spell each wizard has chosen. 

The Duel 

The display will now switch to the duel display. There 
will be a short delay. When a red square is displayed at 
the bottom of the screen in the centre, you can launch 
your spells by pressing the fire button on your joystick. 
After your spell has been launched, follow the specific 
instructions for that spell. At any time prior to both 
players launching their spells, this round of the duel may 
be cancelled by pressing (ENTER). 

Manna is deducted for casting a spell when the spell 
is launched, so if you are very low on manna, you can 
wait until your opponent's spell is over and then press 
(ENTER) at no cost to yourself. 

If both players select defensive spells, the round will 
automatically be declared over. The round will also be 
declared if one player uses his offensive spell and 
misses and the other player has a defensive spell. 



SPELL DESCRIPTIONS 

There follows a description of each spell. It states the 
name of the spell and its colour. If the colour of the spell 
is ANY then any colour of wizard may throw the spell 
with equal effect. If a specific colour is named, that colour 
wizard will throw the spell better than other wizards. The 
colour of the sun in the sky also affects the effectiveness 
of coloured spells. For example, a red wizard throwing a 
red spell under a red sun will be the most effective use 
of the spell, but a yellow wizard throwing a red spell 
under a red sun is better than a yellow wizard throwing a 
red spell without a red sun in the sky. 

The suns rise and set at set intervals. The red sun will 
rise and set every other round, the green will be in the 
sky for two rounds and down for two rounds, and the 
yellow sun will be up for four rounds and down for four 
rounds. 

At the bottom of each spell description is a quick 
guide to the spell's operation. 

MANNA 

This is the amount of manna required to cast the spell 

(Low/ Ave rage/ High). A defensive spell costs less to throw 

than an offensive one, so a high cost defensive spell 

costs about the same to throw as a low cost offensive 

one. 

DAMAGE 

This is the amount of damage the spell does to your 
opponent. 

DURATION 

This is how long the spell will last. An infinite duration 
means the spell will last to the end of the round. A 
limited duration spell will run out of energy after a while. 



CONTROL 

This defines the amount of joystick control you have. 

FULL means you can steer the spell with the joystick. 

PARTIAL means you can affect the left/right motion of the 

spell, but not the up/down. 

NONE means there is no joystick control. 

HOLD means that you must continually hold the fire 

button down until the spell takes effect. 



BANSHEE ANY 

Few have ever survived ihe wail of the 
banshee, but this forlorn spirit can only 
be bound by earth magic. \f the banshee 
is guided to far above the earth, it will 
escape, but it will be destroyed if it 
touches the ground. 




DURATION limited 
CONTROL Partial 



MANNA Average 
DAMAGE High +- 



CRYSTAL SHIELD ANY 

This spell acts in a similar fashion 
to Waff, but it will deflect 
Soulsucker and Ray of he back at 
your opponent, thus causing him 
the damage meant for you. 



DURATION Infinite 
CONTROL None 



MANNA Low 
DAMAGE None 





DEFENCE BOLT ANY 

This sphere of anti-magic defends 
against all missile spells, can injure Ihe 
dragon and Ihe spider and has even been 
known lo destroy thunderstorms. You 
must guide it close lo your opponent's 
spell and press the fire button. 



DURATION limited 
CONTROL Full 



MANNA Average 
DAMAGE None 



DEMON 



RED 




This spell was first mastered by Gruft 
the Red. Few wizards have ever 
attained his level of skill and the 
unpredictable creatures often turn on 
those who summon them. 



DURATION Varies 
CONTROL Hold 



MANNA High 
DAMAGE Varies 



DRAGON 



GREEN 




Through the power of naming, you can 
summon Zigmurl the dragon from his 
aeon long slumber in his lofty mountain 
lair. When Zigmurl is in front of the 
opposing wizard, you can command him 
to breathe his fiery breath by pressing 
the fire button. 



DURATION limited MANNA Low 
CONTROL Full DAMAGE Varies 



EARTHQUAKE ANY 

The power of the earth is yours to 
command through this spell. \t must be 
guided up under your foe to wreak 
destruction. 



DURATION Limited 
CONTROL Partial 



MANNA Average 
DAMAGE Low 




FIREBALL 



RED 



Drawn from the elemented plane of fire, 
this ball of molten magma will devastate 
your worthless opponent. 



DURATION Limited 

CONTROL Full 



MANNA Average 
DAMAGE Average 




FLY 

By casting this spell you can 
project your astral essence into 
the ether and thus avoid your 
opponent's spells. 



ANY 



DURATION Uifinile 
CONTROL Full 



MANNA Average 
DAMAGE None 





■ 5V,i *fe. J i ... * f 



FOG 



ANY 



The conjuration of this magical cloud 
obscures all vision rendering the caster 
o\ the spell invisible. The energy 
released when this spell is cast teleports 
the wizard randomly. 



DURATION Infinite 
CONTROL None 



MANNA Average 
DAMACE None 




FORCE BUBBLE ANY 

This sphere o\ impenetrable force 
protects you from all hostile spells bar the 



unpredictable demon. 

DURATION Infinite 
CONTROL None 



MANNA None 
DAMAGE None 




HELLFIRE 



ANY 



A column of molten fire, Hell fire rises 
from the heart of the earth to consume 
your opponent in a torrent of rushing 
flame. 



DURATION Limited 
CONTROL Partial 



MANNA High 
DAMAGE Average 



id 



LIGHTNING BOLT 



YELLOW 



One of the first things a budding 
warlock must learn lo do is 
harness Ihis primeval force to his 
own ends. 

DURATION Limited MANNA Average 
CONTROL Partial DAMAGE low 




METEORSTORM 



RED 



Invocation of this spell causes a hail of 
hot rocks to fall from the sky on the head 
of your hapless opponent. 

DURATION limited MANNA High 
CONTROL Partial DAMAGE A wraae 




PLAGUE OF FROGS CREEN 

Slimy death from the sky. Dump 
a plague of frogs on your 
opponent and watch him croak. 

DURATION Limited MANNA High 
CONTROL Partial DAMAGE High 




RAY OF ICE 



ANY 



W/icn this spell is conjured, a icy blast 
of hoarfrost will freeze the other wizard, 
ruining his concentration and 
disrupting his spell. 

DURATION limited MANNA Average 
CONTROL Hold DAMAGE low 




SHOOTING STAR 



YELLOW 




When this spell is cast, the soul o\a star 
is drawn down from the heavens and will 
immerse your foe in cosmic fire when it 
hits. 



DURATION Limited 
CONTROL Full 



MANNA Average 
DAMAGE Low 




SOULSUCKER 

By means of this spell, the 
presdigilalor may drain the life 
force of his opponent, adding 
this stolen power to his own. 



RED 



DURATION Limited 
CONTROL Hold 



MANNA Average 
DAMAGE Low 



SPIDER 



ANY 




Hidden deep in the valley is the lair of 
Flombosl the spider and her sister. She 
can he roused to aid you, and when she 
is over your foe, pressing the fire button 
will cause her to drop her web and 
incapacitate your foe for the next round. 



DURATION Untied 
CONTROL F«fl 



MANNA Low 
DAMAGE None 



SUN BOLT 

This is a mystical energy drawn 
from your sun. This spell is 
sustained by the power of your 
sun and therefore of infinite 
duration. 



ANY 



DURATION Infinite 
CONTROL Full 



MANNA Low 
DAMAGE Average 




THUNDERSTORM 



GREEN 



W///I this spell the mighty mage 
summons a cloud of death which 
must he guided towards the 
enemy. But beware, if the 
liiililning from the cloud hits the 
ground, the energy of the spell 
\nll be dissipated. 




DURATION Limited 
CONTROL Full 



MANNA Average 
DAMAGE Average 



TORNADO 



YELLOW 



The swirling winds of the tornado will 
drop from the sky, and if the opposing 
sorceror is caught in it, he will suffer a 
nasty turn. 



DURATION Limited 
CONTROL Partial 



MANNA High 
DAMAGE Average 




13 






VAMPIRE 



ANY 



Although this vile species of 
undead normally shuns the light 
of day, they can be lured out by 
the promise of dragon's or 
spider's blood. The vampire must 
be guided near the enemy 
monster to suck its life blood. 




DURATION limited 
CONTROL Full 

WIND 



MANNA High 
DAMAGE None 



ANY 



W/ieM the mystic words are 
intoned (fire button held down), 
the elemenlals from the plane of 
air will build a large wind which 
will force back opposing missile 
spells. When the chanting is 
stopped, the wind will die down, 
but can be built up again by 
resuming chanting, until the 
wizard runs out of puff. 




DURATION Limited 
CONTROL Hold 

WALL 



MANNA Average 
DAMAGE Hone 



ANY 



By means of this spell, you 
transmute the air in front of you to 
an impervious wall of granite 
which deflects all rays, the 
dragon's breath and the 
banshee's scream. 




DURATION Infinite 
CONTROL HOHe 



MANNA Low 
DAMAGE None 



1 1 



DEFENCE SPELL CROSSREFERENCE 





























i 






— 


X 


— 


— 


— 


>OTINl 




— 


X 












— 


X 


— 


— 


X 




— 


— 


X 


— 


— 




i rORM 






X 


— 


— 




>N 


X 


X 


X 


















X 






— 


— 




— 


— 


— 




— 


— 


X 


— 


— 


— 






— 




— 


— 


— 






— 




X 










— 












— 


— 








— 






— 




X 


X 


— 


III 1 


— 


— 




— 


— 




ION 















are generally deferi 

make m 
iossible ith. 

Defence Spell Cock 
DB = D' 

ale 






IS Of til'. 

II be in l\ 









DRAGON DATA APPROVED